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New Warzone FFA Map *16 on 16* (4 & 8 man premades only)

STAR WARS: The Old Republic > English > PvP
New Warzone FFA Map *16 on 16* (4 & 8 man premades only)

Pistols-GS's Avatar

03.20.2013 , 12:02 PM | #1
1. No objectives - Other than PvP (WZ rewards apply - minus Ranked rewards)

2. 15 minute timer - No surrender / No Safe Areas (minus load-in with AFK timer), TDM only.

3. Decent sized map, preferably an outside venue, with LOS'able objects.

4. Winner is decided by fewest deaths.

5. Perhaps make this Republic vs. Sith only (but same faction PvP is fine by me as well)


Since World PvP is pretty much dedicated to "Server PvP events" for the most part (which have been well designed by players like Cilas), why not create a map where 16 man teams can lay waste to one another without worrying about objectives, massive lag & ratings. I suggest premades with this, because it "could" help alleviate the QQ'ness with players who dislike organized PvP. This map could potentially gain some popularity for those bigger guilds, who wish to remain out of Rankeds, but still want to group up for some PvP with 8 or more of their guildies/friends.

Having a 16 on 16, while not as big as some World PvP fights, still creates a big PvP atmosphere with much less lag that is persistent with World PvP 100 man fights (plus the 15 min wait times in-between). The queue would fill 4 & 8 man teams who queue for "16 man PvP Ops" only, and would not be able to receive a queue for Regular WZ's. In short, this is just another avenue for those wanting to group up with bigger teams, work on whatever, and still get some decent sized PvP without having to deal with the oddities in World PvP. And as I mentioned, could help with some frustration (on both sides) between Premades and PUGS, although I don't see this as the driving factor.

Feedback, suggestions, trolling & any other comments are welcomed. Thought it would be cool to see something like this. /shrug
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cycao's Avatar

03.20.2013 , 12:06 PM | #2
16v16 tdm would be awesome and a nice change of pace. Don't get me wrong I live objectives but having to solo guard nodes all night I will take a game off, put on my tunnel vision goggles and go off.

Pistols-GS's Avatar

03.20.2013 , 12:27 PM | #3
Quote: Originally Posted by cycao View Post
16v16 tdm would be awesome and a nice change of pace. Don't get me wrong I live objectives but having to solo guard nodes all night I will take a game off, put on my tunnel vision goggles and go off.
Yeah essentially that's what I like about it, just PvP'ing to PvP, with no worries about a door plant, node cap or a pylon lol.
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Crawelc's Avatar

03.20.2013 , 12:30 PM | #4
I like the idea, but pure tdm is scripters paradise. I <3 Pistols
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LordAragore's Avatar

03.20.2013 , 12:38 PM | #5
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DarthOvertone's Avatar

03.20.2013 , 12:39 PM | #6

I would love to see a 16v16 WZ. Actually, I would be pleased to see any variation of team constitution other than 8v8 at this point; 10v10, 12v12 would probably be ideal.
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Gerbanator's Avatar

03.20.2013 , 12:45 PM | #7
Quote: Originally Posted by LordAragore View Post
You bumped a thread because it was 8 minutes old...

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LarryRow's Avatar

03.20.2013 , 01:00 PM | #8
Wouldn't this kinda get dominated by teams that queue nothing but healers and stealthers (or stealthers who heal)?
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03.20.2013 , 01:20 PM | #9
I like the idea a lot. Though I think they sadly would HAVE to make this a warzone another same-faction-allowed fight, because I'm not sure the republic side on most servers would have 2-3 pre-mades ready to queue for this consistently.

To play devil's advocate, I think a 4+4+4+4 premade group vs an 8+8 pre-made group would get annihilated. But given the much larger numbers fighting in the area now, maybe i'm mistaken. I do love the idea though.

Let me suggest that also perhaps limit the queues to only 4 healers total per 16-man team? (Thats 2 healers per 8-man team or 1 healer in every 4 man group). Kind of like the pve group finder. To help balance the mass chaos and not have one team with 3 healers and another with 7. And in the same respect, only allow the queue to activate once the 4 healer roles have been filled.

I'm sure there are ways to cheat the system with telling your group-finder 16man queue that you're a healer when you really aren't. Or vice versa. But whatever, you guys get the idea. Let Bioware sort that out.

I think having no objectives, while awesome, is VERY difficult to pull off well with today's gamers. They are fickle, and quit easily. I know you said ''no surrendering allowed''. But kids today simply will DC themselves, or quit or whatever, regardless of consequences for it, once they see that they are losing.

I think there NEEDS to be an objective. could make it something like an alternating King of the Hill. For every second you have a team member in that objective circle (the hill) you accrue X points. Have the hill change every 3-5 minutes randomly so no one team is fully established on the hill and the other has no chance of acquiring it.

I dunno i dont mean to go off on a tangent with how to pull off a 16man team battle. I think the idea is awesome. I just think it would be hard to pull off a true TDM game mode in this game when you have 1 team getting obliterated, and they have no hope of ever coming back because they CAN'T ninja cap a node or plant a bomb, etc.

I COMPLETELY HATE the objective games in swtor at the moment. EVERY warzone except huttball has a "guard the node" mechanic. Which i think is completely and utterly horrible. I would LOVE to see a TDM game mode. I just wanted to say that I think it would be hard to make a true TDM mode.
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lordkhouri's Avatar

03.20.2013 , 01:52 PM | #10
I have several points to make on this thread.

1. Teams of more than 4 healers would have almost no way of winning a TDM... They would severely lack the DPS to win the fight.
2. If I have to read about stupid scripts every time I open a thread, I'm going to stop coming to these forums or try to ignore you or somthing... Please stop shoving your ideas down our throats and lets all move on.
3. I like the idea, however there needs to be a way to split the zerg somehow. 16 vs 16 would be too laggy for most people unless there was some kind of objective, but something else instead of a node (since shadow/sin should get to play too)

My idea:
Make it something like 4 locations around the map, similar to orbs in AH, that when captured give a 5% expertise buff to the team for 2 minutes or until the capper dies. Then after the "orb" gets reset, it would spawn in a new random location.
So, it wouldn't be AS zergy as a straight up 16vs16 but would still occaisionally have some big fights, and some direction instead of teams standing still waiting for their pull to be off cooldown to pull that squishy back in.